// void, Obj This, Obj other

Unit this;
Sleep(rand(100)+30);
this = This.AsUnit();
if (.IsValid){ // leave parry mode at new command
	.SetParryMode(false);
	
	if(.hero.IsValid){
		if(.hero.HasItem("irage_battle")){
			Sleep(rand(200)+50);
			.AddCommand(true, "engage");
			return;
		} else if(.hero.HasItem("irage_battle_stand")){
			Sleep(rand(200)+50);
			.AddCommand(true, "stand_position");
			return;
		}
	}
	
	if(.item_count > 0){
		Item item;
		
		item = .FindItem("Terrain bonus I");
		if(item.IsValid)
			.RemoveItemsOfType("Terrain bonus I");
		else {
			item = .FindItem("Terrain bonus II");
			if(item.IsValid)
				.RemoveItemsOfType("Terrain bonus II");
			else {
				item = .FindItem("Terrain bonus III");
				if(item.IsValid)
					.RemoveItemsOfType("Terrain bonus III");
				else {
					item = .FindItem("Terrain bonus IV");
					if(item.IsValid)
						.RemoveItemsOfType("Terrain bonus IV");
				}
			}
		}
	}
}

//pr("The script should be modified to check if the unit is still visible");
while (other.IsAlive())
  {
	 if(.Goto(other,.sight-50,5000, true, 15000))
		Sleep(1500);
  }
  